mirror of
https://gitlab.com/Oreolek/salet-module.git
synced 2024-07-01 06:15:04 +03:00
More untested conversions WIP
This commit is contained in:
parent
e54585cdbc
commit
c48c1ff11e
430
lib/salet.coffee
430
lib/salet.coffee
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@ -20,7 +20,7 @@ parseFn = (str) ->
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#{str}
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#})
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"""
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return eval(fstr);
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return eval(fstr)
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# Scrolls the top of the screen to the specified point
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scrollTopTo = (value) ->
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@ -63,143 +63,6 @@ augmentLinks = (content) ->
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)
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return output
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/* Erases the character in local storage. This is permanent!
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/* To restart the game afterwards, we perform a simple page refresh.
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/* This guarantees authors don't have to care about "tainting" the
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/* game state across save/erase cycles, meaning that character.sandbox
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/* no longer has to be the end-all be-all repository of game state. */
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var doErase = function(force) {
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var saveId = getSaveId();
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if (localStorage.getItem(saveId)) {
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if (force || confirm("erase_message".l())) {
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localStorage.removeItem(saveId);
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window.location.reload();
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}
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}
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};
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/* Find and return a list of ids for all situations with the given tag. */
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var getSituationIdsWithTag = function(tag) {
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var result = [];
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for (var situationId in game.situations) {
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var situation = game.situations[situationId];
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for (var i = 0; i < situation.tags.length; ++i) {
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if (situation.tags[i] == tag) {
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result.push(situationId);
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break;
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}
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}
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}
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return result;
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};
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/* Clear the current game output and start again. */
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var startGame = function() {
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progress.seed = new Date().toString();
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character = new Character();
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system.rnd = new Random(progress.seed);
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progress.sequence = [{link:game.start, when:0}];
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// Empty the display
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$("#content").empty();
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// Start the game
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startTime = new Date().getTime() * 0.001;
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system.time = 0;
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if (game.init) game.init(character, system);
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// Do the first state.
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doTransitionTo(game.start);
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};
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/* Saves the character to local storage. */
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var saveGame = function() {
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// Store when we're saving the game, to avoid exploits where a
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// player loads their file to gain extra time.
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var now = (new Date()).getTime() * 0.001;
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progress.saveTime = now - startTime;
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// Save the game.
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localStorage.setItem(getSaveId(), JSON.stringify(progress));
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// Switch the button highlights.
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$("#erase").removeClass('disabled');
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$("#load").removeClass('disabled');
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$("#save").addClass('disabled');
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};
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/* Loads the game from the given data */
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var loadGame = function(characterData) {
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progress = characterData;
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character = new Character();
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system.rnd = new Random(progress.seed);
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// Empty the display
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$("#content").empty();
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$("#intro").empty();
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// Now play through the actions so far:
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if (game.init) game.init(character, system);
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// Run through all the player's history.
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interactive = false;
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for (var i = 0; i < progress.sequence.length; i++) {
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var step = progress.sequence[i];
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// The action must be done at the recorded time.
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system.time = step.when;
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processLink(step.link);
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}
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interactive = true;
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// Reverse engineer the start time.
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var now = new Date().getTime() * 0.001;
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startTime = now - progress.saveTime;
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};
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// -----------------------------------------------------------------------
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// Setup
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// -----------------------------------------------------------------------
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var begin = function () {
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/* Set up the game when everything is loaded. */
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// Handle storage.
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if (hasLocalStorage()) {
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var erase = $("#erase").click(function() {
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doErase();
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});
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var save = $("#save").click(saveGame);
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var storedCharacter = localStorage.getItem(getSaveId());
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if (storedCharacter) {
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try {
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loadGame(JSON.parse(storedCharacter));
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save.addClass('disabled')
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erase.removeClass('disabled')
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} catch(err) {
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doErase(true);
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}
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} else {
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startGame();
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}
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} else {
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startGame();
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}
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// Any point that an option list appears, its options are its
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// first links.
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$("body").on('click', "ul.options li, #menu li", function(event) {
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// Make option clicks pass through to their first link.
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var link = $("a", this);
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if (link.length > 0) {
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$(link.get(0)).click();
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}
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});
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};
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###
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This is the control structure, it has minimal amount of data and
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this data is volatile anyway (as in, it won't get saved).
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@ -587,116 +450,215 @@ Salet = {
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@enableSaving()
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disableSaving: () ->
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$("#save").addClass('disabled');
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enableSaving: () ->
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$("#save").removeClass('disabled');
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/* This gets called to actually do the work of processing a code.
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* When one doLink is called (or a link is clicked), this may set call
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* code that further calls doLink, and so on. This method processes
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* each one, and processLink manages this.
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*/
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var processOneLink = function(code) {
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var match = code.match(linkRe);
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assert(match, "link_not_valid".l({link:code}));
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###
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This gets called to actually do the work of processing a code.
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When one doLink is called (or a link is clicked), this may set call
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code that further calls doLink, and so on. This method processes
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each one, and processLink manages this.
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###
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processOneLink: = (code) ->
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match = code.match(linkRe)
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assert(match, "link_not_valid".l({link:code}))
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var situation = match[1];
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var action = match[3];
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situation = match[1]
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action = match[3]
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// Change the situation
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if (situation !== '.') {
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if (situation !== current) {
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doTransitionTo(situation);
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}
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} else {
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// We should have an action if we have no situation change.
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assert(action, "link_no_action".l());
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}
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# Change the situation
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if (situation !== '.')
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if (situation !== current)
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doTransitionTo(situation)
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else
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# We should have an action if we have no situation change.
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assert(action, "link_no_action".l())
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// Carry out the action
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if (action) {
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situation = getCurrentSituation();
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if (situation) {
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if (game.beforeAction) {
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// Try the global act handler, and see if we need
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// to notify the situation.
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var consumed = game.beforeAction(
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character, system, current, action
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);
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if (consumed !== true) {
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situation.act(character, system, action);
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}
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} else {
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// We have no global act handler, always notify
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// the situation.
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situation.act(character, system, action);
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}
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if (game.afterAction) {
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game.afterAction(character, system, current, action);
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}
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}
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}
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};
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# Carry out the action
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if (action)
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situation = getCurrentSituation()
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if (situation)
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if (game.beforeAction)
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# Try the global act handler, and see if we need
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# to notify the situation.
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consumed = game.beforeAction(
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character, system, current, action
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)
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if (consumed != true)
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situation.act(character, system, action)
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else
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# We have no global act handler, always notify the situation.
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situation.act(character, system, action)
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if (game.afterAction)
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game.afterAction(character, system, current, action)
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/* This gets called when the user clicks a link to carry out an
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* action. */
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var processClick = function(code) {
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var now = (new Date()).getTime() * 0.001;
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system.time = now - startTime;
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progress.sequence.push({link:code, when:system.time});
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processLink(code);
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};
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# This gets called when the user clicks a link to carry out an action.
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processClick: (code) ->
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now = (new Date()).getTime() * 0.001
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system.time = now - startTime
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progress.sequence.push({link:code, when:system.time})
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processLink(code)
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/* Transitions between situations. */
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var doTransitionTo = function(newSituationId) {
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var oldSituationId = current;
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var oldSituation = getCurrentSituation();
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var newSituation = game.situations[newSituationId];
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# Transitions between situations.
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doTransitionTo: (newSituationId) ->
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oldSituationId = current
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oldSituation = getCurrentSituation()
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newSituation = game.situations[newSituationId]
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assert(newSituation, "unknown_situation".l({id:newSituationId}));
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assert(newSituation, "unknown_situation".l({id:newSituationId}))
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// We might not have an old situation if this is the start of
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// the game.
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if (oldSituation) {
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if (game.exit) {
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game.exit(character, system, oldSituationId, newSituationId);
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}
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# We might not have an old situation if this is the start of the game.
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if (oldSituation)
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if (game.exit)
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game.exit(character, system, oldSituationId, newSituationId);
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// Remove links and transient sections.
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$('#content a').each(function(index, element) {
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var a = $(element);
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if (a.hasClass('sticky') || a.attr("href").match(/[?&]sticky[=&]?/))
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return;
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a.replaceWith($("<span>").addClass("ex_link").html(a.html()));
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});
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var contentToHide = $('#content .transient, #content ul.options');
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contentToHide.add($("#content a").filter(function(){
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return $(this).attr("href").match(/[?&]transient[=&]?/);
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}));
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if (interactive) {
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contentToHide.
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animate({opacity: 0}, 350).
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slideUp(500, function() {
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$(this).remove();
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});
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} else {
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contentToHide.remove();
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}
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}
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# Remove links and transient sections.
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$('#content a').each((index, element) ->
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a = $(element);
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if (a.hasClass('sticky') || a.attr("href").match(/[?&]sticky[=&]?/))
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return;
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a.replaceWith($("<span>").addClass("ex_link").html(a.html()))
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)
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contentToHide = $('#content .transient, #content ul.options')
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contentToHide.add($("#content a").filter(() ->
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return $(this).attr("href").match(/[?&]transient[=&]?/)
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))
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if (interactive)
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contentToHide.animate({opacity: 0}, 350).
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slideUp(500, () ->
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$(this).remove()
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)
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else
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contentToHide.remove()
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// Move the character.
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current = newSituationId;
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# Move the character.
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current = newSituationId
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// Notify the incoming situation.
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if (game.enter) {
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game.enter(character, system, oldSituationId, newSituationId);
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}
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newSituation.entering(character, system, oldSituationId);
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# Notify the incoming situation.
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if (game.enter)
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game.enter(character, system, oldSituationId, newSituationId)
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newSituation.entering(character, system, oldSituationId)
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// additional hook for when the situation text has already been printed
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if (game.afterEnter) {
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game.afterEnter(character, system, oldSituationId, newSituationId);
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}
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};
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# additional hook for when the situation text has already been printed
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if (game.afterEnter)
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game.afterEnter(character, system, oldSituationId, newSituationId)
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###
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Erases the character in local storage. This is permanent!
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To restart the game afterwards, we perform a simple page refresh.
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This guarantees authors don't have to care about "tainting" the
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game state across save/erase cycles, meaning that character.sandbox
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no longer has to be the end-all be-all repository of game state. */
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###
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erase_save: (force = false) =>
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save_id = @getSaveId() # save slot
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if (localStorage.getItem(saveId) and (force or confirm("erase_message".l())))
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localStorage.removeItem(saveId)
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window.location.reload()
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# Find and return a list of ids for all situations with the given tag.
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getSituationIdsWithTag: (tag) =>
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result = []
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for (situationId, situation of @situations)
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for (i = 0; i < situation.tags.length; ++i)
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if (situation.tags[i] == tag)
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result.push(situationId)
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break
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return result
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# Saves the character to local storage.
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saveGame: () ->
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# Store when we're saving the game, to avoid exploits where a
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# player loads their file to gain extra time.
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now = (new Date()).getTime() * 0.001
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progress.saveTime = now - startTime
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# Save the game.
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localStorage.setItem(getSaveId(), JSON.stringify(progress))
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# Switch the button highlights.
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$("#erase").removeClass('disabled')
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$("#load").removeClass('disabled')
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@disableSaving()
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# Loads the game from the given data
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loadGame = (characterData) ->
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progress = characterData
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character = new Character()
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system.rnd = new Random(progress.seed)
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# Empty the display
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$("#content").empty()
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$("#intro").empty()
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# Now play through the actions so far:
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if (game.init)
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game.init(character, system)
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# Run through all the player's history.
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interactive = false
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for (i = 0; i < progress.sequence.length; i++)
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step = progress.sequence[i]
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# The action must be done at the recorded time.
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system.time = step.when
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processLink(step.link)
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interactive = true
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# Reverse engineer the start time.
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now = new Date().getTime() * 0.001
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startTime = now - progress.saveTime
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game_begin: () ->
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# Handle storage.
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storedCharacter = false
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if (@hasLocalStorage())
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storedCharacter = localStorage.getItem(@getSaveId())
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if (storedCharacter)
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try
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@loadGame(JSON.parse(storedCharacter))
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@disableSaving()
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$("#erase").removeClass('disabled')
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catch(err)
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@erase_save(true)
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else
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progress.seed = new Date().toString()
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character = new Character()
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system.rnd = new Random(progress.seed)
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progress.sequence = [{link:game.start, when:0}]
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# Empty the display
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$("#content").empty()
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# Start the game
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startTime = new Date().getTime() * 0.001
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system.time = 0
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if (game.init)
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game.init(character, system)
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# Do the first state.
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doTransitionTo(game.start);
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# Any point that an option list appears, its options are its first links.
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$("body").on('click', "ul.options li, #menu li", (event) ->
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# Make option clicks pass through to their first link.
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link = $("a", this)
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if (link.length > 0)
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$(link.get(0)).click()
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);
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}
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# Set up the game when everything is loaded.
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$(document).ready(() ->
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salet = new Salet
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if (salet.hasLocalStorage())
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$("#erase").click(salet.erase_save) # is Salet defined here?
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$("#save").click(salet.saveGame)
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salet.game_begin()
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)
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