mirror of
https://gitlab.com/Oreolek/salet-module.git
synced 2024-07-08 01:34:24 +03:00
Fixed the prototype variables. Resolves #5.
This commit is contained in:
parent
07b994cc7f
commit
43c66af5a6
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@ -8,10 +8,11 @@ room "world", salet,
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You're in a large room carved inside a giant milky rock mountain.
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The floor and walls are littered with signs and signatures of the previous visitors.
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"""
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objects:
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well: obj "well",
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objects: [
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obj "well",
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dsc: "A steep narrow {{well}} proceeds upward."
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act: "There is only one passage out. See the „Other rooms“ block popped up? Click it."
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]
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room "plaza", salet,
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title: (from) ->
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@ -29,8 +30,8 @@ room "plaza", salet,
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"""
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else
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"You quickly find the central plaza."
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objects:
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policeman: obj "policeman",
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objects: [
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obj "policeman",
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dsc: "There is a policeman nearby. You could ask him {{for directions.}}"
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act: (salet) ->
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if salet.character.has_mark?
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@ -40,9 +41,10 @@ room "plaza", salet,
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"""
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“Here, let me mark it on your map.”
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"""
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people: obj "people",
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obj "people",
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dsc: "There are {{people shouting}} nearby."
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act: 'Just some weirdos shouting "Viva la Cthulhu!". Typical.'
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]
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room "shop", salet,
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title: "The Shop"
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@ -61,13 +63,15 @@ room "lair", salet,
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dsc: """
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The Lair of Yog-Sothoth is a very *n'gai* cave, full of *buggs-shoggogs* and *n'ghaa ng'aa*.
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"""
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objects:
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bugg: obj "bugg",
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ways: ["shop"]
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objects: [
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obj "bugg",
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dsc: "You see a particularly beautiful slimy {{bugg.}}"
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takeable: false
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act: (salet) =>
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salet.here().drop(@name)
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salet.rooms[salet.current].drop(@name)
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return "You eat the bugg mass. Delicious and raw. Perhaps it's a good lair to live in."
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]
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dialogue "Yes", salet, "merchant", "merchant", """
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Yes.
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@ -81,25 +85,25 @@ room "shop-inside", salet,
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dsc: """
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The insides are painted pastel white, honouring The Great Milk Spill of 1985.
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"""
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objects:
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objects: [
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merchant: obj "merchant",
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dsc: "A {{merchant}} eyes you warily."
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takeable: false
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act: (system) =>
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salet.processClick("merchdialogue")
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return ""
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]
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###
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I want to be able to do this but I can't because I'm lost in all the `this` and @objects and `new`.
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The chain of calls is very weird and this puts an object IN EVERY ROOM for God's sake.
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I need someone smarter than me to fix this.
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lamp = obj "lamp",
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dsc: "You see a {{lamp.}}"
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takeable: true
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lamp.put("shop-inside")
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###
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lamp = obj "lamp", salet,
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takeable: true
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lamp.put(salet, "shop-inside")
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room "merchdialogue", salet,
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choices: "#merchant",
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dsc: """
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@ -20,31 +20,33 @@ class SaletObj
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unless spec.name?
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console.error("Trying to create an object with no name")
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return null
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@level = 0 # if > 0 it's hidden
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@order = 0 # you can use this to sort the descriptions
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@look = (system, f) =>
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if @dsc and @dsc != ""
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text = markdown(@dsc.fcall(this, system, f).toString())
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text = system.view.wrapLevel(text, @level)
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# replace braces {{}} with link to _act_
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return parsedsc(text, @name)
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@takeable = false
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@take = (system) => "You take the #{@name}." # taking to inventory
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@act = (system) => "You don't find anything extraordinary about the #{@name}." # object action
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@dsc = (system) => "You see a {{#{@name}}} here." # object description
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@inv = (system) => "It's a {{#{@name}.}}" # inventory description
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@location = ""
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@put = (salet, location) =>
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@level = 0 # this is scenery
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if salet.rooms[location]?
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@location = location
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salet.rooms[location].take(this)
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@delete = (salet, location = false) =>
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if location == false
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location = @location
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salet.rooms[location].drop(this)
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for key, value of spec
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this[key] = value
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level: 0 # if > 0 it's hidden
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order: 0 # you can use this to sort the descriptions
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look: (system, f) =>
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if @dsc and @dsc != ""
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text = markdown(@dsc.fcall(this, system, f).toString())
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text = system.view.wrapLevel(text, @level)
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# replace braces {{}} with link to _act_
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return parsedsc(text, @name)
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takeable: false
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take: (system) => "You take the #{@name}." # taking to inventory
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act: (system) => "You don't find anything extraordinary about the #{@name}." # object action
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dsc: (system) => "You see a {{#{@name}}} here." # object description
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inv: (system) => "It's a {{#{@name}.}}" # inventory description
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location: ""
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put: (location) =>
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@level = 0 # this is scenery
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if salet.rooms[location]?
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salet.rooms[location].take(this)
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@location = location
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delete: (location = false) =>
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if location == false
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location = @location
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salet.rooms[location].drop(this)
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obj = (name, spec) ->
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spec ?= {}
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455
lib/room.coffee
455
lib/room.coffee
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@ -19,238 +19,235 @@ Array::remove = (e) -> @[t..t] = [] if (t = @indexOf(e)) > -1
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class SaletRoom
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constructor: (spec) ->
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@visited = 0
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@title = "Room"
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@objects = {}
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@canView = true
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@canChoose = true
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@priority = 1
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@displayOrder = 1
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@tags = []
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@choices = ""
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@optionText = "Choice"
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# room illustration image, VN-style. Can be a GIF or WEBM. Can be a function.
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@pic = false
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@dsc = false # room description
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@extendSection = false
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@distance = Infinity # distance to the destination
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@clear = true # clear the screen on entering the room?
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@entering = (system, from) =>
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###
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I call SaletRoom.exit every time the player exits to another room.
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Unlike @after this gets called after the section is closed.
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It's a styling difference.
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###
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@exit = (system, to) =>
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return true
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###
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I call SaletRoom.enter every time the player enters this room but before the section is opened.
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Unlike @before this gets called before the current section is opened.
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It's a styling difference.
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The upstream Undum version does not allow you to redefine @enter function easily but allows custom @exit one.
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It was renamed as @entering to achieve API consistency.
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###
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@enter = (system, from) =>
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return true
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###
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Salet's Undum version calls Situation.entering every time a situation is entered, and
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passes it three arguments; The character object, the system object,
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and a string referencing the previous situation, or null if there is
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none (ie, for the starting situation).
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My version of `enter` splits the location description from the effects.
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Also if f == this.name (we're in the same location) the `before` and `after` callbacks are ignored.
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###
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@entering = (system, f) =>
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if @clear and f?
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system.view.clearContent()
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if f != @name and f?
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@visited++
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if system.rooms[f].exit?
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system.rooms[f].exit system, @name
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if @enter
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@enter system, f
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room_content = ""
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if not @extendSection
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classes = if @classes then ' ' + @classes.join(' ') else ''
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room = document.getElementById('current-room')
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if room?
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room.removeAttribute('id')
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# Javascript DOM manipulation functions like jQuery's append() or document.createElement
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# don't work like a typical printLn - they create *DOM nodes*.
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# You can't leave an unclosed tag just like that. So we have to buffer the output.
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room_content = "<section id='current-room' data-room='#{@name}' class='room-#{@name}#{classes}'>"
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if f != @name and @before?
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room_content += markdown(@before.fcall(this, system, f))
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room_content += @look system, f
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if f != @name and @after?
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room_content += markdown(@after.fcall(this, system, f))
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if not @extendSection
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room_content += "</section>"
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system.view.write(room_content)
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if @choices
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system.view.writeChoices(system, system.getSituationIdChoices(@choices, @maxChoices))
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if system.autosave
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system.saveGame()
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###
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An internal function to get the room's description and the descriptions of
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every object in this room.
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###
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@look = (system, f) =>
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system.view.updateWays(system, @ways, @name)
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retval = ""
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if @pic
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retval += '<div class="pic">'+system.view.pictureTag(@pic.fcall(this, system, f))+'</div>'
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# Print the room description
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if @dsc and @dsc != ""
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dsc = @dsc.fcall(this, system, f).toString()
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retval += markdown(dsc)
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objDescriptions = []
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for thing in @objects
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if thing.name and typeof(thing.look) == "function" and thing.level == 0 and thing.look(system, f)
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objDescriptions.push ({
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order: thing.order,
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content: thing.look(system, f)
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})
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objDescriptions.sort((a, b) ->
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return a.order - b.order
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)
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for description in objDescriptions
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retval += description.content
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return retval
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###
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Puts an object in this room.
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###
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@take = (thing) =>
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@objects[thing.name] = thing
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@drop = (name) =>
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for thing in @objects
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if thing.name == name
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index = @objects.indexOf(thing)
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@objects.splice(index, 1)
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###
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Object action. A function or a string which comes when you click on the object link.
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You could interpret this as an EXAMINE verb or USE one, it's your call.
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###
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@act = (system, action) =>
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if (link = action.match(/^_(act|cycle)_(.+)$/)) #object action
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for thing in @objects
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if thing.name == link[2]
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if link[1] == "act"
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# If it's takeable, the player can take this object.
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# If not, we check the "act" function.
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if thing.takeable
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system.character.inventory.push thing
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@drop name
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system.view.clearContent()
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@entering.fcall(this, system, @name)
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return system.view.write(thing.take.fcall(thing, system).toString())
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if thing.act
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system.view.changeLevel(thing.level)
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return system.view.write(
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system.view.wrapLevel(
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thing.act.fcall(thing, system).toString(),
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thing.level
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)
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)
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# the loop is done but no return came - match not found
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console.error("Could not find #{link[2]} in current room.")
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# we're done with objects, now check the regular actions
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actionClass = action.match(/^_(\w+)_(.+)$/)
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that = this
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responses = {
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writer: (ref) ->
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content = that.writers[ref].fcall(that, system, action)
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output = markdown(content)
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system.view.write(output)
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replacer: (ref) ->
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content = that.writers[ref].fcall(that, system, action)
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system.view.replace(content, '#'+ref)
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inserter: (ref) ->
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content = that.writers[ref].fcall(that, system, action)
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output = markdown(content)
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system.view.write(output, '#'+ref)
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}
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if (actionClass)
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# Matched a special action class
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[responder, ref] = [actionClass[1], actionClass[2]]
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if(!@writers.hasOwnProperty(actionClass[2]))
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throw new Error("Tried to call undefined writer: #{action}");
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responses[responder](ref);
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else if (@actions.hasOwnProperty(action))
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@actions[action].call(this, system, action);
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else
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throw new Error("Tried to call undefined action: #{action}");
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# Marks every room in the game with distance to this room
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@destination = () =>
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@distance = 0
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candidates = [this]
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while candidates.length > 0
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current_room = candidates.shift()
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if current_room.ways
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for node in current_room.ways
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if node.distance == Infinity
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node.distance = current_room.distance + 1
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candidates.push(node)
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@register = (salet) =>
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if not @name?
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console.error("Situation has no name")
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return this
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salet.rooms[@name] = this
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return this
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@writers = {
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cyclewriter: (salet) =>
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responses = @cycle
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if typeof responses == "function"
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responses = responses()
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cycleIndex = window.localStorage.getItem("cycleIndex")
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cycleIndex ?= 0
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response = responses[cycleIndex]
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cycleIndex++
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if cycleIndex == responses.length
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cycleIndex = 0
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window.localStorage.setItem("cycleIndex", cycleIndex)
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return salet.view.cycleLink(response)
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}
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for index, value of spec
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this[index] = value
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return this
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visited: 0
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title: "Room"
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objects: {}
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# room illustration image, VN-style. Can be a GIF or WEBM. Can be a function.
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pic: false
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canView: true
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canChoose: true
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priority: 1
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displayOrder: 1
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tags: []
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choices: ""
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optionText: "Choice"
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dsc: false # room description
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extendSection: false
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distance: Infinity # distance to the destination
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clear: true # clear the screen on entering the room?
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entering: (system, from) =>
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|
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###
|
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I call SaletRoom.exit every time the player exits to another room.
|
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Unlike @after this gets called after the section is closed.
|
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It's a styling difference.
|
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###
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exit: (system, to) =>
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return true
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###
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I call SaletRoom.enter every time the player enters this room but before the section is opened.
|
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Unlike @before this gets called before the current section is opened.
|
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It's a styling difference.
|
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|
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The upstream Undum version does not allow you to redefine @enter function easily but allows custom @exit one.
|
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It was renamed as @entering to achieve API consistency.
|
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###
|
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enter: (system, from) =>
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return true
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|
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###
|
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Salet's Undum version calls Situation.entering every time a situation is entered, and
|
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passes it three arguments; The character object, the system object,
|
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and a string referencing the previous situation, or null if there is
|
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none (ie, for the starting situation).
|
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|
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My version of `enter` splits the location description from the effects.
|
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Also if f == this.name (we're in the same location) the `before` and `after` callbacks are ignored.
|
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###
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entering: (system, f) =>
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if @clear and f?
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system.view.clearContent()
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if f != @name and f?
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@visited++
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if system.rooms[f].exit?
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system.rooms[f].exit system, @name
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if @enter
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@enter system, f
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room_content = ""
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if not @extendSection
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classes = if @classes then ' ' + @classes.join(' ') else ''
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room = document.getElementById('current-room')
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if room?
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room.removeAttribute('id')
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# Javascript DOM manipulation functions like jQuery's append() or document.createElement
|
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# don't work like a typical printLn - they create *DOM nodes*.
|
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# You can't leave an unclosed tag just like that. So we have to buffer the output.
|
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room_content = "<section id='current-room' data-room='#{@name}' class='room-#{@name}#{classes}'>"
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if f != @name and @before?
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room_content += markdown(@before.fcall(this, system, f))
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room_content += @look system, f
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if f != @name and @after?
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room_content += markdown(@after.fcall(this, system, f))
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if not @extendSection
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room_content += "</section>"
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system.view.write(room_content)
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if @choices
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system.view.writeChoices(system, system.getSituationIdChoices(@choices, @maxChoices))
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if system.autosave
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system.saveGame()
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|
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###
|
||||
An internal function to get the room's description and the descriptions of
|
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every object in this room.
|
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###
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look: (system, f) =>
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system.view.updateWays(system, @ways, @name)
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retval = ""
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if @pic
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retval += '<div class="pic">'+system.view.pictureTag(@pic.fcall(this, system, f))+'</div>'
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# Print the room description
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if @dsc and @dsc != ""
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dsc = @dsc.fcall(this, system, f).toString()
|
||||
retval += markdown(dsc)
|
||||
|
||||
objDescriptions = []
|
||||
for thing in @objects
|
||||
console.log thing
|
||||
if thing.name and typeof(thing.look) == "function" and thing.level == 0 and thing.look(system, f)
|
||||
objDescriptions.push ({
|
||||
order: thing.order,
|
||||
content: thing.look(system, f)
|
||||
})
|
||||
|
||||
objDescriptions.sort((a, b) ->
|
||||
return a.order - b.order
|
||||
)
|
||||
|
||||
for description in objDescriptions
|
||||
retval += description.content
|
||||
|
||||
return retval
|
||||
|
||||
###
|
||||
Puts an object in this room.
|
||||
###
|
||||
take: (thing) =>
|
||||
@objects[thing.name] = thing
|
||||
# BUG: for some really weird reason if the call is made in init function or
|
||||
# during the initialization, this ALSO puts the thing in the start room.
|
||||
salet.rooms["start"].objects = {}
|
||||
|
||||
drop: (name) =>
|
||||
delete @objects[name]
|
||||
|
||||
###
|
||||
Object action. A function or a string which comes when you click on the object link.
|
||||
You could interpret this as an EXAMINE verb or USE one, it's your call.
|
||||
###
|
||||
act: (system, action) =>
|
||||
if (link = action.match(/^_(act|cycle)_(.+)$/)) #object action
|
||||
for thing in @objects
|
||||
if thing.name == link[2]
|
||||
if link[1] == "act"
|
||||
# If it's takeable, the player can take this object.
|
||||
# If not, we check the "act" function.
|
||||
if thing.takeable
|
||||
system.character.inventory.push thing
|
||||
@drop name
|
||||
system.view.clearContent()
|
||||
@entering.fcall(this, system, @name)
|
||||
return system.view.write(thing.take.fcall(thing, system).toString())
|
||||
if thing.act
|
||||
system.view.changeLevel(thing.level)
|
||||
return system.view.write(
|
||||
system.view.wrapLevel(
|
||||
thing.act.fcall(thing, system).toString(),
|
||||
thing.level
|
||||
)
|
||||
)
|
||||
# the loop is done but no return came - match not found
|
||||
console.error("Could not find #{link[2]} in current room.")
|
||||
|
||||
# we're done with objects, now check the regular actions
|
||||
actionClass = action.match(/^_(\w+)_(.+)$/)
|
||||
that = this
|
||||
|
||||
responses = {
|
||||
writer: (ref) ->
|
||||
content = that.writers[ref].fcall(that, system, action)
|
||||
output = markdown(content)
|
||||
system.view.write(output)
|
||||
replacer: (ref) ->
|
||||
content = that.writers[ref].fcall(that, system, action)
|
||||
system.view.replace(content, '#'+ref)
|
||||
inserter: (ref) ->
|
||||
content = that.writers[ref].fcall(that, system, action)
|
||||
output = markdown(content)
|
||||
system.view.write(output, '#'+ref)
|
||||
}
|
||||
|
||||
if (actionClass)
|
||||
# Matched a special action class
|
||||
[responder, ref] = [actionClass[1], actionClass[2]]
|
||||
|
||||
if(!@writers.hasOwnProperty(actionClass[2]))
|
||||
throw new Error("Tried to call undefined writer: #{action}");
|
||||
responses[responder](ref);
|
||||
else if (@actions.hasOwnProperty(action))
|
||||
@actions[action].call(this, system, action);
|
||||
else
|
||||
throw new Error("Tried to call undefined action: #{action}");
|
||||
|
||||
# Marks every room in the game with distance to this room
|
||||
destination: () =>
|
||||
@distance = 0
|
||||
|
||||
candidates = [this]
|
||||
while candidates.length > 0
|
||||
current_room = candidates.shift()
|
||||
if current_room.ways
|
||||
for node in current_room.ways
|
||||
if node.distance == Infinity
|
||||
node.distance = current_room.distance + 1
|
||||
candidates.push(node)
|
||||
|
||||
register: (salet) =>
|
||||
if not @name?
|
||||
console.error("Situation has no name")
|
||||
return this
|
||||
salet.rooms[@name] = this
|
||||
return this
|
||||
|
||||
writers:
|
||||
cyclewriter: (salet) =>
|
||||
responses = @cycle
|
||||
if typeof responses == "function"
|
||||
responses = responses()
|
||||
cycleIndex = window.localStorage.getItem("cycleIndex")
|
||||
cycleIndex ?= 0
|
||||
response = responses[cycleIndex]
|
||||
cycleIndex++
|
||||
if cycleIndex == responses.length
|
||||
cycleIndex = 0
|
||||
window.localStorage.setItem("cycleIndex", cycleIndex)
|
||||
return salet.view.cycleLink(response)
|
||||
|
||||
room = (name, salet, spec) ->
|
||||
spec ?= {}
|
||||
|
|
|
@ -23,6 +23,8 @@ class Character
|
|||
###
|
||||
This is the control structure, it has minimal amount of data and
|
||||
this data is volatile anyway (as in, it won't get saved).
|
||||
|
||||
There is only one instance of this class.
|
||||
###
|
||||
class Salet
|
||||
# REDEFINE THIS IN YOUR GAME
|
||||
|
|
|
@ -9,6 +9,8 @@ You don't need to call this module from the game directly.
|
|||
The abstraction goal here is to provide the author with a freedom to style his
|
||||
game as he wants to. The save and erase buttons are not necessary buttons,
|
||||
but they could be something else entirely. (That's why IDs are hardcoded.)
|
||||
|
||||
There is only one instance of this class, and it's stored as `salet.view`.
|
||||
###
|
||||
|
||||
assert = (msg, assertion) -> console.assert assertion, msg
|
||||
|
|
Loading…
Reference in a new issue