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https://gitlab.com/Oreolek/salet-module.git
synced 2024-06-26 03:50:49 +03:00
Made "salet" a global object
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@ -1,6 +1,6 @@
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{
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"name": "salet",
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"version": "1.3.4",
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"version": "1.4",
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"description": "A general client-side framework for cybertext interactive fiction games.",
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"keywords": ["ifiction", "interactive fiction", "games", "coffee-script", "text", "menu"],
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"homepage": "http://salet.oreolek.ru",
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@ -37,7 +37,7 @@ class SaletRoom
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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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@exit = (to) =>
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return true
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###
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@ -48,91 +48,90 @@ class SaletRoom
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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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@enter = (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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passes it 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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@entering = (f) =>
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if (
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f != @name and
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f? and
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system.rooms[f].canExit? and
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system.rooms[f].canExit == false
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salet.rooms[f]? and
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salet.rooms[f].canExit? and
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salet.rooms[f].canExit == false
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)
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return system.goTo(f, f)
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return salet.goTo(f)
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if @clear and f?
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system.view.clearContent()
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salet.view.clearContent()
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else
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system.view.removeTransient()
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salet.view.removeTransient()
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if f != @name and f?
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if f != @name and salet.rooms[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 salet.rooms[f].exit?
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salet.rooms[f].exit @name
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history.pushState(@name, @title)
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if @enter
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@enter system, f
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@enter f
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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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system.view.append "<section id='current-room' data-room='#{@name}' class='room-#{@name}#{classes}'></section>"
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salet.view.append "<section id='current-room' data-room='#{@name}' class='room-#{@name}#{classes}'></section>"
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if f != @name and @before?
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system.view.write markdown(@before.fcall(this, system, f))
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salet.view.write markdown(@before.fcall(this, f))
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system.view.write @look system, f
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salet.view.write @look f
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if f != @name and @after?
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system.view.write markdown(@after.fcall(this, system, f))
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salet.view.write markdown(@after.fcall(this, f))
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if @beforeChoices?
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@beforeChoices.fcall(this, system, f)
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@beforeChoices.fcall(this, f)
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if @choices
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system.view.writeChoices(system, system.getSituationIdChoices(@choices, @maxChoices))
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salet.view.writeChoices(salet.getSituationIdChoices(@choices, @maxChoices))
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if @afterChoices?
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@afterChoices.fcall(this, system, f)
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@afterChoices.fcall(this, f)
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if system.autosave and @canSave
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system.saveGame()
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if salet.autosave and @canSave
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salet.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 unit 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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@look = (f) =>
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salet.view.updateWays(@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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retval += '<div class="pic">'+salet.view.pictureTag(@pic.fcall(this, 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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dsc = @dsc.fcall(this, f).toString()
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retval += markdown(dsc)
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unitDescriptions = []
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for thing in @units
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if thing.name and typeof(thing.look) == "function" and thing.look(system, f)
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if thing.name and typeof(thing.look) == "function" and thing.look(f)
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unitDescriptions.push ({
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order: thing.order,
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content: thing.look(system, f)
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content: thing.look(f)
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})
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unitDescriptions.sort((a, b) ->
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@ -160,21 +159,21 @@ class SaletRoom
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Unit action. A function or a string which comes when you click on a link in unit description.
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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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@act = (action) =>
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if (link = action.match(/^_(act|cycle|inv)_(.+)$/)) #unit action
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if link[1] == "inv"
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return system.view.write system.character.inv(link[2])
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return salet.view.write salet.character.inv(link[2])
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for thing in @units
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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 unit.
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# If not, we check the "act" function.
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if thing.takeable
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system.character.take(thing)
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salet.character.take(thing)
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@drop link[2]
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return system.view.write(thing.take.fcall(thing, system).toString())
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return salet.view.write(thing.take.fcall(thing).toString())
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else if thing.act?
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return system.view.write thing.act.fcall(thing, system)
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return salet.view.write thing.act.fcall(thing)
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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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@ -185,16 +184,16 @@ class SaletRoom
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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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content = that.writers[ref].fcall(that, action)
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output = markdown(content)
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system.view.write(output)
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salet.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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content = that.writers[ref].fcall(that, action)
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salet.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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content = that.writers[ref].fcall(that, action)
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output = markdown(content)
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system.view.write(output, '#'+ref)
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salet.view.write(output, '#'+ref)
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}
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if (actionClass)
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@ -205,7 +204,7 @@ class SaletRoom
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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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@actions[action].call(this, action);
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else
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throw new Error("Tried to call undefined action: #{action}");
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@ -222,7 +221,7 @@ class SaletRoom
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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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@register = () =>
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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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@ -230,7 +229,7 @@ class SaletRoom
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return this
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@writers = {
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cyclewriter: (salet) =>
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cyclewriter: () =>
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responses = @cycle
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if typeof responses == "function"
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responses = responses()
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@ -248,7 +247,7 @@ class SaletRoom
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this[index] = value
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return this
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window.room = (name, salet, spec) ->
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window.room = (name, spec) ->
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spec ?= {}
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spec.name = name
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return new SaletRoom(spec).register(salet)
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return new SaletRoom(spec).register()
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@ -281,7 +281,7 @@ class Salet
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consumed = @beforeAction(room, action)
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if consumed != true
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room.act(this, action)
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room.act(action)
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if @afterAction
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@afterAction(room, action)
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@ -446,7 +446,5 @@ class Salet
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return this
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salet = new Salet()
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salet.view.init(salet)
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module.exports = salet
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window.salet = new Salet()
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salet.view.init()
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@ -32,14 +32,14 @@ class SaletUnit
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@dsc = (system) => "You see a {{#{@name}}} here." # unit 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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@put = (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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else
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console.log("Could not find location #{location} for a unit #{@name}")
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@delete = (salet, location = false) =>
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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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@ -24,7 +24,7 @@ addClass = (element, className) ->
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element.className += ' ' + className
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class SaletView
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init: (salet) =>
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init: () =>
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jQuery("#page").on("click", "a", (event) ->
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event.preventDefault()
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a = $(this)
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@ -150,7 +150,7 @@ class SaletView
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manually, ot else use the `getSituationIdChoices` method to
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return an ordered list of valid viewable situation ids.
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###
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writeChoices: (salet, listOfIds) =>
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writeChoices: (listOfIds) =>
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if (not listOfIds? or listOfIds.length == 0)
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return
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@ -162,12 +162,12 @@ class SaletView
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if (room == currentRoom)
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continue
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optionText = room.optionText.fcall(salet, currentRoom)
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optionText = room.optionText.fcall(currentRoom)
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if (!optionText)
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optionText = "choice".l({number:i+1})
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$option = jQuery("<li>")
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$a = jQuery("<span>")
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if (room.canChoose.fcall(this, salet, currentRoom))
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if (room.canChoose.fcall(this, currentRoom))
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$a = jQuery("<a>").attr({href: roomId})
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$a.html(optionText)
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$option.html($a)
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@ -256,7 +256,7 @@ class SaletView
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block = document.querySelector(selector)
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if block
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block.style.display = "none"
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updateWays: (salet, ways, name) ->
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updateWays: (ways, name) ->
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if document.getElementById("ways") == null
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return
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content = ""
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