mirror of
https://gitlab.com/Oreolek/salet-module.git
synced 2024-07-16 21:54:22 +03:00
445 lines
14 KiB
CoffeeScript
445 lines
14 KiB
CoffeeScript
markdown = require('./markdown.coffee')
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SaletView = require('./view.coffee')
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Random = require('./random.js')
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character = require('./character.coffee')
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languages = require('./localize.coffee')
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###
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fcall() (by analogy with fmap) is added to the prototypes of both String and
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Function. When called on a Function, it's an alias for Function#call();
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when called on a String, it only returns the string itself, discarding any input.
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###
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Function.prototype.fcall = Function.prototype.call;
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Boolean.prototype.fcall = () ->
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return this
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String.prototype.fcall = () ->
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return this
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assert = (msg, assertion) -> console.assert assertion, msg
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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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There is only one instance of this class.
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###
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class Salet
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constructor: (spec) ->
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@character = character()
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# REDEFINE THIS IN YOUR GAME
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@game_id = null
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@game_version = "1.0"
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@autosave = true
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@rnd = null
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@time = 0
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# Corresponding room names to room objects.
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@rooms = {}
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# The unique id of the starting room.
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@start = "start"
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# Regular expression to catch every link action.
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# Salet's default is a general URL-safe expression.
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@linkRe = /^([0-9A-Za-z_-]+|\.)(\/([0-9A-Za-z_-]+))?$/
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###
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This function is called at the start of the game. It is
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normally overridden to provide initial character creation
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(setting initial quality values, setting the
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character-text. This is optional, however, as set-up
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processing could also be done by the first situation's
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enter function.
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###
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@init = () ->
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###
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This function is called before entering any new
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situation. It is called before the corresponding situation
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has its `enter` method called.
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###
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@enter = (oldSituationId, newSituationId) ->
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###
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Hook for when the situation has already been carried out
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and printed.
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###
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@afterEnter = (oldSituationId, newSituationId) ->
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###
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This function is called before carrying out any action in
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any situation. It is called before the corresponding
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situation has its `act` method called.
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If the function returns true, then it is indicating that it
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has consumed the action, and the action will not be passed
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on to the situation. Note that this is the only one of
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these global handlers that can consume the event.
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###
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@beforeAction = (situationId, actionId) ->
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###
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This function is called after carrying out any action in
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any situation. It is called after the corresponding
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situation has its `act` method called.
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###
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@afterAction = (situationId, actionId) ->
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###
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This function is called after leaving any situation. It is
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called after the corresponding situation has its `exit`
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method called.
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###
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@exit = (oldSituationId, newSituationId) ->
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###
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Returns a list of situation ids to choose from, given a set of
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specifications.
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This function is a complex and powerful way of compiling
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implicit situation choices. You give it a list of situation ids
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and situation tags (if a single id or tag is needed just that
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string can be given, it doesn't need to be wrapped in a
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list). Tags should be prefixed with a hash # to differentiate
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them from situation ids. The function then considers all
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matching situations in descending priority order, calling their
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canView functions and filtering out any that should not be
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shown, given the current state. Without additional parameters
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the function returns a list of the situation ids at the highest
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level of priority that has any valid results. So, for example,
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if a tag #places matches three situations, one with priority 2,
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and two with priority 3, and all of them can be viewed in the
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current context, then only the two with priority 3 will be
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returned. This allows you to have high-priority situations that
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trump any lower situations when they are valid, such as
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situations that force the player to go to one destination if
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the player is out of money, for example.
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If a maxChoices value is given, then the function will not
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return any more than the given number of results. If there are
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more than this number of results possible, then the highest
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priority resuls will be guaranteed to be returned, but the
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lowest priority group will have to fight it out for the
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remaining places.
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Before this function returns its result, it sorts the
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situations in increasing order of their displayOrder values.
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###
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@getSituationIdChoices = (listOfOrOneIdsOrTags, maxChoices) =>
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datum = null
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i = 0
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# First check if we have a single string for the id or tag.
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if (typeof(listOfOrOneIdsOrTags) == 'string')
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listOfOrOneIdsOrTags = [listOfOrOneIdsOrTags]
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# First we build a list of all candidate ids.
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allIds = []
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for tagOrId in listOfOrOneIdsOrTags
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if (tagOrId.substr(0, 1) == '#')
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ids = @getRoomsTagged(tagOrId.substr(1))
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for id in ids
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allIds.push(id)
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else #it's an id, not a tag
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allIds.push(tagOrId)
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#Filter out anything that can't be viewed right now.
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currentRoom = @getCurrentRoom()
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viewableRoomData = []
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for roomId in allIds
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room = @rooms[roomId]
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assert(room, "unknown_situation".l({id:roomId}))
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if (room.canView.fcall(this, currentRoom))
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viewableRoomData.push({
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priority: room.priority
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id: roomId
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displayOrder: room.displayOrder
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})
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# Then we sort in descending priority order.
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viewableRoomData.sort((a, b) ->
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return b.priority - a.priority
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)
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committed = []
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# if we need to filter out the results
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if (maxChoices? && viewableRoomData.length > maxChoices)
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viewableRoomData = viewableRoomData[-maxChoices..]
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for candidateRoom in viewableRoomData
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committed.push({
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id: candidateRoom.id
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displayOrder: candidateRoom.displayOrder
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})
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# Now sort in ascending display order.
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committed.sort((a, b) ->
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return a.displayOrder - b.displayOrder
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)
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# And return as a list of ids only.
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result = []
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for i in committed
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result.push(i.id)
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return result
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# This is the data on the player's progress that gets saved.
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@progress = {
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# A random seed string, used internally to make random
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# sequences predictable.
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seed: null
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# Keeps track of the links clicked, and when.
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sequence: [],
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# The time when the progress was saved.
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saveTime: null
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}
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# The Id of the current room the player is in.
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@current = null
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# Tracks whether we're in interactive mode or batch mode.
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@interactive = true
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# The system time when the game was initialized.
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@startTime = null
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# The stack of links, resulting from the last action, still be to resolved.
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@linkStack = null
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@getCurrentRoom = () =>
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if (@current)
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return @rooms[@current]
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return null
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# Gets the unique id used to identify saved games.
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@getSaveId = (slot = "") =>
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return 'salet_'+@game_id+'_'+@game_version#+'_'+slot
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# This gets called when a link needs to be followed, regardless
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# of whether it was user action that initiated it.
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@processLink = (code) =>
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# Check if we should do this now, or if processing is already underway.
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if @linkStack != null
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@linkStack.push(code)
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return
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@view.mark_all_links_old
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# We're processing, so make the stack available.
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@linkStack = []
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# Handle each link in turn.
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@processOneLink(code);
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while (@linkStack.length > 0)
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code = @linkStack.shift()
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@processOneLink(code)
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# We're done, so remove the stack to prevent future pushes.
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@linkStack = null;
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# Scroll to the top of the new content.
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@view.endOutputTransaction()
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# We're able to save, if we weren't already.
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@view.enableSaving()
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@goTo = (roomId) =>
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return @processLink(roomId)
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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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situation = match[1]
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action = match[3]
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# Change the situation
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if situation != '.' and situation != @current_room
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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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room = @getCurrentRoom()
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if (room and @beforeAction)
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# Try the global act handler
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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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if (@afterAction)
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@afterAction(this, room, action)
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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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@time = now - @startTime
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@progress.sequence.push({link:code, when:@time})
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@processLink(code)
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# Transition between rooms.
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@doTransitionTo = (newRoomId) =>
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oldRoomId = @current
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oldRoom = @getCurrentRoom()
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newRoom = @rooms[newRoomId]
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assert(newRoom, "unknown_situation".l({id:newRoomId}))
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# We might not have an old situation if this is the start of the game.
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if (oldRoom and @exit)
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@exit(oldRoomId, newRoomId)
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@current = newRoomId
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# Remove links and transient sections.
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@view.removeTransient(@interactive)
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# Notify the incoming situation.
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if (@enter)
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@enter(oldRoomId, newRoomId)
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newRoom.entering(this, oldRoomId)
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# additional hook for when the situation text has already been printed
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if (@afterEnter)
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@afterEnter(oldRoomId, newRoomId)
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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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@eraseSave = (force = false) =>
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saveId = @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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@getRoomsTagged = (tag) =>
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result = []
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for id, room of @rooms
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for i in room.tags
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if (i == tag)
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result.push(id)
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break
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return result
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# Saves the character and the walking history 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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window.localStorage.setItem(@getSaveId(), JSON.stringify({
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progress: @progress,
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character: @character
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}))
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# Switch the button highlights.
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@view.disableSaving()
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@view.enableErasing()
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@view.enableLoading()
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# Loads the game from the given data
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@loadGame = (saveFile) =>
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@progress = saveFile.progress
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@character = saveFile.character
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@rnd = new Random(@progress.seed)
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# Don't load the save if it's an autosave at the first room (start).
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# We don't need to clear the screen.
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if saveFile.progress? and saveFile.progress.sequence.length > 1
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@view.clearContent()
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# Now play through the actions so far:
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if (@init)
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@init()
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# Run through all the player's history.
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interactive = false
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for step in @progress.sequence
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# The action must be done at the recorded time.
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@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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@view = new SaletView
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@beginGame = () =>
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@view.fixClicks()
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# Handle storage.
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saveFile = false
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if (@view.hasLocalStorage())
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saveFile = localStorage.getItem(@getSaveId())
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if (saveFile)
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try
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@loadGame(JSON.parse(saveFile))
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@view.disableSaving()
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@view.enableErasing()
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catch err
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console.log "There was an error loading your save. The save is deleted."
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console.error err
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@eraseSave(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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@rnd = new Random(@progress.seed)
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@progress.sequence = [{link:@start, when:0}]
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# Start the game
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@startTime = new Date().getTime() * 0.001
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if (@init)
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@init(character)
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# Do the first state.
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@doTransitionTo(@start)
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@getRoom = (name) => @rooms[name]
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# Just an alias for getCurrentRoom
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@here = () => @getCurrentRoom()
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@isVisited = (name) =>
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place = @getRoom(name)
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if place
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return Boolean place.visited
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return 0
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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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salet = (spec) ->
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spec ?= {}
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retval = new Salet(spec)
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retval.view.init(retval)
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return retval
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module.exports = salet
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